#ue4-general
1 messages Β· Page 239 of 1
well you keep repeating about pseudo-code and I keep telling you that pseudo code desribes a particular solution, which is not necessary the best or good at all
Not everyone needs the best solution
@stiff hazel To be safe you can mix up routines a bit, the individual dance moves can't be protected but a choreographed set might be able to
90% of the time, you just need "a solution"
oh man, that's harsh.
@worldly axle Yeah i thought exactly that. Taking some moves, connecting how i like them, and it will be fine
well, a hypothetical example, you need to sort a list, will you just always use a bubble sort? because it is "a solution"
its usually better than "no sort" but you're missing the point
you can leave to the engineer to decide if that sollution has any merit
besides, all "sorting" has pseudocodes
"no sort" is not solving the problem, bubble sort might not be better than nothing if it doesn't achive a target
depends on how your data is structured
if I have 0.25ms to solve a problem then solution has to fit, if it doesn't than problem is not solved
not all problems need to be solved dynamically
in other words, they could be pre-sorted for example
pre-baked
whatever
well, many problem can be solved in different ways, pseudo code does it in one way, that's basically it
I think I get what you're saying
sure
meanwhile I'll find related thing
both have pretty much the same math
as in, you can take a first solution and code it into a 3d deformable body
and it will be really bad
it will be unstable and most likely will require more processing power than a 2d solution
I can imagine
if you forget about fracture part, then math in both of them is the same
the difference is that in 2nd solution, that math is reformulated into a very specific form which can be solved using know computation techniques
but someone, can reformulate it in a different way
I mean yeah, it would be nice to have a detailed pseudocode for a 2nd method but it will be really long and for 1st one you just write few lines of code
So you're saying it's easier to reformulate math and find a good code solution than it is to reformulate and optimize between coded solutions
like if you want to implment 2nd solution on CUDA, the CPU oriented pseudo code will only help with understanding, or might even mislead you
correct
take into account that some math problems get new a better computational solutions
just because of applied math is progressing, or we get new hardware, different architecture and etc
Well, I guess I agree with you, but I'd still prefer if researchers would add example code to their findings. It's not like I don't appreciate the math behind it - it would simply save a lot of time for me personally and would open up all kinds of interesting solutions to those who struggle with abstract concepts or even just mathematical notations. I don't know if you've ever realized but there's all kinds of notational "dialects". I'm mostly used on the German one so I sometimes need more time to read western math
I agree with @bleak oar btw
Sorta
I can understand how much extra effort it can be to prepare all the nice and easy to use bits and such for a scientific paper
@bleak oar people do it when they can or able to share. It's not rare for engineering part of the research to be on a certain level of know-how that they want to protect
But I think it should be done more widely to increase reach of new research with those who aren't in the field
I include sample code and such with stuff I publish,. but it's reasonable to want to protect know-how and only publish the conceptual parts of the research
@bleak oar yeah, science in a native language like German, French and Russian can be tough
@south ridge I agree with you.
Actually, even though I include sample code and such, I can never reveal the entire picture
π
Not saying that pseudo code is useless, its just not everyone is comfortable sharing it for various reasons
reminds me of Crytek's presentations, where they always had gaps
I'm a little more devious usually
You will never notice the omission until you actually try to use the data we publish (unless it's published without any "safing")
you start to implment and 90% done (or so you think) and then gotcha
tbh, for most of my work which invovled implementing something from papers, I did prefer those which had good step by step explanations, by obvious reasons
On the other hand, I know exactly how much data one can accidently reveal
unreal engine BSDF file is a great example of how to do it right
they have the code version of every BRDF shader
and they link to the original paper on every one of them
but if the subject is not new to you and you have experience working with it, then you start pefering more general explanations
I think the peak "accidently revealed" that comes to my mind right now is one case where a full engineering drawing was embedded into PDF by a mistake
It was supposed to be just an illustration, a very small one, as part of a presentation
But whoever did it goofed and inserted a full engineering drawing with irrelevant parts colored white so they would be invisible
talk about incompetent
They didn't even remove any dimensions or anything π
how
This is more common than you'd think
I've encountered more engineering drawings embedded in PDF's
Like... there was this one map of metro tracks
The subway train lines are marked with thick lines as you'd expect
But they just took most of original engineering drawing and set line thickness to 100000% on it
Fixing line thickness reveals most of data is still there, though in that case they did remove all text data
Bahaha
Iβve heard of people not doing clearance before publishing and denying publish of multiple patents because of this
Hello? Snipping tool??
I developed some misc tools that skew & distort engineering drawings π
They can mess up lines in such ways that dimensions cannot be recovered by measuring the lines
But overall the drawing doesn't seem particularly skewed
So even if published in vectors, you cannot recover useful data out of it
And all numerical dimensions are rounded down to a specific precision, so they become invalid (usually I just mask them out though, so the digits would not be readable even if you had full res)
@bleak oar I remember another good example: high-pass filter
used in CG plenty
but you can use it for gazzilion of things
A high-pass filter (HPF) is an electronic filter that passes signals with a frequency higher than a certain cutoff frequency and attenuates signals with frequencies lower than the cutoff frequency. The amount of attenuation for each frequency dep...
if you start with something like using it for a post-process, you can miss the whole other applications completely - talking from my own experience
@south ridge hehehe π
or spherical-harmonics, which where made to help with some math on quantum level but where used plenty some years ago for encoding cubemaps and etc
Spherical harmonics are most commonly used in world magnetic/gravity models btw
That's probably their most common application to my knowledge
I've seen them in couple of articles and used to build a g-buffer that stores light field function instead of just single direction light
@south ridge exactly, I had no idea where they came from originally
spherical harmonics are like furier series but in 3d
they are fucking weird as balls
but they let you approximate 360 degrees data
yeap
i think ue4 uses them for the volumetric light
its a great way to approximate a cubemap
I was lucky that ATI had plenty of pseudocode and code in their articles, so was able to start using them easily, but that usage was limited to that single article
I miss their research papers
@frank escarp yes, they are costly memory wise even for low frequency but you can do some fancy stuff with them
they are much less costly than a cubemap
@olive pier so if im understanding right, I'm plugging every point/normal pair I have into this function and add the results up, and then divide by the amount? Is the dot in the formula multiplication or dot product? Assuming x is the final vertex, how do I get the answer I need if the x is present on both sides? If x isn't supposed to be the unknown, what is it?
@frank escarp
Yes, that is true. I mean overal - to preserve an RGB light field you need 4 RGBA textures.
But you can have "light buffer" that is a fraction size of your real buffer and scale it up or down easily
used it to have 1024 lights rendered on screen, you can have them full size without any limiting boundaries or culling
one of the Halo games, used spherical harmonics in their lightmaps
so you get kind of semi-static GI for a dynamic skylight
Halo 3
@glacial arch gimme an hour or so to get back to you, bout to take a final π
@olive pier that's totally cool, thanks!
as you can see, it works with normals maps and it's baked
@vale osprey thats done since half life 2
and ue4 does that too
of course, half life 2 version was kind of trash. the lightmap had 3 directions, and it was blended with the normals
yeap, this one is extended with ability to move sun around and completely swap skylight
I think it wasn't used since because of the bandwith and the guys who developed this method later switched to some other function that allowed higher frequencies
@glacial arch I think you have to derive X from that function with a target of E(x) being minimal
so you need an actual algo and transformation of that quadratic error function into a such form where you will compute X
makes sense to look at the source code of some open-source implmentations of the dual countouring
@vale osprey Thanks, I'll do that.
maybe this can help with understanding, they explain a bit in 2.3
http://www.cs.wustl.edu/~taoju/research/dualContour.pdf
So it doesnβt look like algo will be simple
@vale osprey oof
when you need to record two 4k screens at once to show a bug (as a bug report)
XD
"hey epic, Luos here, that vfx guy, anyway here is bug, so sorry about this"
speaking about bugreports, this is annoying AF
https://i.gyazo.com/f1df3495de914c183f246409c0db6833.gif
wtf lmfao
guessing its the stylish setup messing it up :p
Hey, its me again, back in my workstation on the Lamborghini hills. Know what I knaaaaaaaaawledge more than bugs?? VFX.
@next badger fix that stuff :p
(also, good job on that stuff)
i wonder how many bugs are never reported because people /care about em
+1 , I know of a bug. Cba tho, just waiting til 4.20
And I don't think it applies to everyone, because if it did there would be quite a few bug reports.
New bug reporting form discourages reporting them to be fair.
@fierce tulip it fits right in with your particle fx screen switching
@fierce tulip dang it
hehe
@fierce tulip weird...i have no such bugs...fox/chrome?
@fierce tulip hmm...i wonder if i would need a 4k monitor for that =))))
also happens on my 2k monitor :p
@fierce tulip Stylus or Stylish?
stylish
ahhh
i can't fix that
i recommend to switch to stylus
does the same things? because I dont want to refind stuff for a few dozen websites hehe
@fierce tulip yeah, it does the same things, but stylus had this particular bug fixed
allright, thanks π hug
anyone know how tank tracks are done in Unreal (not the suspension)
This tutorial deals with a frequently asked question on how to make tank tracks. You will learn how to use the array modifier in conjunction with the curve m...
like this but driven by physx
@rocky portal there is a free project on the forum it does tracks
its called MMT by boredengineer
machinery something cant recal the name
seems like a lot of extra stuff
yeah Tank vehicle itself is done through PhysX
and it's basically just adding a physics chain type thing around the tracks
or it being part of the model...i don't know how this i done
that sounds like a proper pain π
cant ever have free stuff w/o some extra free stuff π¦
but PhysX can do it too apparently
since each link of the chain should somehow be constrained by neighbor links
and also collisions i guess?
well its actually pretty well done from what i could tell, those tanks are fun to drive
easy to tweak
Fancy to get involved in mastering Ripsaw experience in Unreal Engine 4 with Machinery Modelling Toolkit. I am looking for developers with some spare time to...
I wonder if he used PhysX for this....looks pretty good
he uses a lot of things for it
nahh, custom stuff
speak of the devil!
"owninator: he uses a lot of things for it" <- including, magic
tracks are not simulated
you could try to make them simulated as a chain of rigid bodies, just for fun
but be prepared that it will cost you performance and will be unstable
physx devs had demo of such
yeah im curious how performant it is
it's not practical approach for real games tho
it's really not necessary to simulate it
the physx joint route for each track element that is
it's too much
he used you for it π
any hint how you did this on MMT? π
I mean just the tracks portion
the other approach - more practical one but less cool π is to drag instanced meshes along the spline, this is what MMT does for tracks
or is that everything in MMT?
tracks portion is also on github π
Main_Menu.PNG (https://forums.unrealengine.com/core/filedata/fetch?id=1460025&d=)
No C++ is needed, this works as Rama's Victory plugin - it adds extra nodes
ah and the spline just follows the wheels right?
the code in A_TrackedVehicle should be pretty simple to understand, the more advanced version I don't understand myself anymore π
yes
gonna bookmark for later
control points of spline are under and over each wheel
need to get the PhysX tank working first...someone else already did that for free as well lol
not sure why Unreal hasn't implemented it already, it's not that many lines of code
it did in UDK i believe
or.. use MMT for tank
PhysX literally has it built in same as what Unreal uses for WheeledVehicleComponent
PxVehicleDriveTank
PxVehicleDrive
World of Tanks uses PhysX tanks and they are pretty good?
MMT tanks are physx too
just no physx tanks
did WoT use the physx tank implementation?
I really don't know any vehicle focused game myself that would use built-in physx vehicles as is
couldn't tell you exactly what they did, but they did re-do their tanks to use PhysX
well, physx is physics engine
not the tracks
Performance wise, PhysX implementation of tanks is quite good, definitely better than in MMT. So if you need plenty and at simulation level of WOT then itβs a good choice.
It's just driving how "torque" is delivered to each side of the tank afaik
which in effect moves the vehicle
all I'm saying, if they say they used physx on WoT, it doesn't mean they used PxVehicle Tanks for it
they could have
and syncs all the wheels to turn the same
That's fair, I would have no way of knowing
they might have their own implementation
well, it really depends on level of details that you want to achive
Drifting based on physical surface and stuff is a given
Decently realistic acceleration and climbing
Physical chasis sway/rocking
Unreal has the Wheel handler nodes built in to build the suspension
MMT was build from a perspective of simulating vehicle, it's not really game focused. So it can be hard to make tank to drive as you want, but it's easier to make a real world tank if you follow it's design
its just you are going to get a "baggage" of that tank flaws π
lol
i said put tick enabled off when ur not driving it, my contribution π
so how does MMT differ from PhysX Tank implementation...i've only seen the Unreal VehicleMovementComponent4W implementation of PxVehicleDrive
and it's super indept
could take a very long time to configure everything
What I'm saying, try PhysX tank first, it should be easy to setup. Try MMT if you want more features but ideally you could make your own implementation that can do exactly what you want.
@rocky portal MMT is even more indept
it's based on components, not a single class
I have a modular drive train there, as a prototype π
good lord lol
read the thread, there is only about 50 pages taking about gears and torq π
Yeah the PhysX gear setup is not super realistic
it's just a % of max to shift it looked like
where a real 1st gear might get you to 10-15mph max
2nd gear might get you to 40 at high rpms
@obsidian nimbus I should make that thing proper btw. I think it still ticks even when vehicle is frozen
As a part of the work on Modular Drive Train I've setup a pair of clutched between differential and each track sprocket to use them for steering. Such steeri...
was gettin double fps in the plane map with the vehicles turned off π
more fps is good when physics are involved π
it might have been spawning decals btw π
what do you call that in gear ratios and tuning?
where RPM of engine is in some way related to some speed on flat ground
like first gear is very short
i think it was gametime,
but revs quickly
could have been decals
2nd gear is medium length and 3rd can be pretty long
the shorter gear giving faster acceleration but lower top speed
does anyone know how to lerp over a material so i can affect the opacity of my characters mesh?
not sure how it's called but you get it out of the box by simulating gear box
and having an actual torque curve for the engine, with engine friction and etc
how would i access the material and affect the opacity in blueprints
dynamic material instance
@tame flint https://www.youtube.com/watch?v=iicskWrCTY4
In this part of my Unreal Engine 4 Beginners Tutorial, I'll show you how to make use of parameters and material instances to allow you to tweak your material...
Cool thanks for all the info...I'll give it a shot and see if that is something I could build
Would give more ability to tweak how a tank performs, but I don't need a ton of complexity
might not even need it
exactly, take into account that even Steel Beasts doesn't do this madness
Would you hav ea different Torque curve per gear?
see i dont even know how engines work lmao
because they need exact behaviour of the real tank, which would be very expensive to simulate
no, the curve is always the same
what changes is a torque conversion inside of the gearbox
ah thus "power band" is a thing
and change in moment of inertia
yeah so not quite sure how they make certain gears compressed and others dragged out
might have to do a little research to understand how to simulate that in a performant way (if i need to)
the simple answer - they don't
with a higher torque you just accelerate faster, so you reach top RPM in shorter time
at low gear, you have high torque and low angular velocity of the wheel shaft, as gears go up, torque gets smaller but velocity goes up
lol yea, when i was checking those BP. i was like.. i see whats goin on there but i dont know what most of these variables mean π
me neither π
im not a wrench guy π
joking, I can recover my memories
i call some1 when i need a headlight changed
@rocky portal this guy has a lot of really good videos explaining how real stuff works:
https://www.youtube.com/watch?v=bgGgH0j0KQE
How do gears work? Why is it that the first gear gives you the most torque and hence the most acceleration? Since the first gear gives me the most accelerati...
inventor of the car looks at this vid.... nono this machine makes the wheels go round
@obsidian nimbus I think this guy had a video on most influential devices that allowed to build a car
like early cars didn't had differential and just one wheel was powered
so 1WD basically
it was terrible to drive such car
apparently there where some motorcycles that where more practical than such cars π
Jesus how do you aim this shit haha
i think u lift it over ur shoulder, i didnt read the manual tho
<< That way towards enemy.
bonjour
I'm trying to open a ue4 project that keeps crashing on startup. When I build it within VS game debug I get this dialog box. Any ideas?
You should build editor, not just the game itself
Are BPs really slower than pure C++?
Absolutely.
One of these gets turned in to raw bytecode that gets loaded by the CPU and executed.
The other involves being interpreted from "script" bytecode as it runs.
has anyone used 4.19.2 with destructibles?
It is still crashing
world support seems broken for me
@livid haven any proof I can show a classmate because he seems to be reluctant
Says that BP are as fast as C++
Uh... not really. I mean, common damn sense.
Or tell him one of the engine devs told you.
(Common sense for any engineer anyways)
Native/compiled languages get converted in to bytecode that the CPU can directly read.
Yeah
but wouldn't it only be slower to compile, not to execute?
Interpreted languages involve having another program read the source (or some kind of intermediate bytecode) and then, as it reads it, interpreting what functions it needs to call.
The whole language metaphor works well. You can quickly read something in your native language. If something is not in your native language, you need to translate it as you go, which is slower.
Rather than immediately understanding, you're having to spend time translating, then understanding the translation.
Another way to think of it is like a bucket brigade
C++ (or any native lang) is like having one person with longer arms
BP (or any interpreted lang) is like multiple people who have to pass things on
You can find examples of perf tests on youtube
That way I'll throw execution time at him 
but there's no real-world cases there, just some quick case that they scale up
Oki
and hell come back with but muh nativization
good blueprints run faster than bad c++ tho π
Too bad no one writes good blueprints. π
this converted to C++ would prolly still be crap as fuck π
nativized or otherwize
jesus
somebody with the exact same knowledge and ability, C++ will win - nativized or not.
its a master piece
When are we gonna get goto:'s in blueprints???
not that it'd actually matter.
When you become crazy enough to actually implement it
I want my code to run like a choose your own adventure
most of the time it wont matter, door goes open, takes 0.01sec longer
1000 doors open at same time still wont matter
if 100000 doors open at the same time i dont think converting to C++ wil help
perf is near the bottom of my list of why I work in C++ most of the time
If you find BP to be usable, grats man
@obsidian nimbus That's an overly simplified example though.
Look at the psychos making voxel engines in blueprints.
Heavy algorithmic logic iterating over thousands of things in blueprint? What could go wrong!
by voxel do you mean like minecraft?
Yeah
yea true, but 1 ragdoll is gunna cost u more than 1000 doors made in BP
I mean either way, its insane
Yeah, but doors are a poor comparison point.
linetraceticks
Make something akin to GAS in BP wholly.
LOL ^
I bet you'll hate BP afterward.
Isn't the for each in BP actually creating copies of elements every single iteration?
GAS?
The forbidden fruit.
ahh
Blueprintorio?
You can't modify elements in the array by reference in a UE4 BP ForEach
if that's what you're asking @livid haven
BANNED. Get that spaghetti out of here.
you have to make your own macro
Bus that shiz.
I use the GAS system for Single player mobile sprite game, fight me.
and replace it with Get (by-ref)
its not about using GAS or even cloning it.
Make something on that order of complexity in BP.
well im not super in C++ so i kinda like BPS π
Cause your door example is a little weak.
If you like trying to play a brick wall at a game of chess while in a dark room with ur hands and feet tied behind your back, GAS is for you.
My conceptions of GAS is that it is something pretty confusing. I'm a C++ guy that never had the needs of using such a thing
ARK: Survival Evolved has a full on wall walking system for one of its character classes, appearing to be purely done in BP or at least having the bulk of it done in BP
Good god it is a tangled mess to read and interpret
hmm i made a sidescroller level editor that uploads the lvl as Json, that was kinda complex
Jasooooooon!
Anyone have the issue where Unreal crashes and it uninstalls your graphics drivers? I've been having this issue a lot with the current build of UE4. At least 2x a day. I've redone clean installs of the graphics drivers. Not sure what else I can possibly do to fix this issue. Work pc specs-
@cinder iron that game is great π
Someone got it!
mate everything in ark is done in blueprint
@candid cypress sounds like recent win10 update issue
its the worlds biggest shit storm lmao
oof
but dat monaaay
@fierce tulip I haven't installed the recent update yet. And it's been happening for ~3 weeks now
some really big hits (if not all) are crap under the hood π
Yeah I modded for that game and... yeah, lol
m8 go in too the dev kit
@livid haven ark survival evolved, go
or was it vblanco?
Hahahahhahahaha
well, I personally would suggest anybody notto use 4.19. but I havent seen any answerhub posts about this kind of issue recently. might want to check yourself and/or post about it.
BPs /C++ doesnt really matter in most cases π
cant remember which one of u roasted the fuck out of it last time
Try writing A* path finder in blueprint
i did
IT WAS AWFUL
cuz bad wil allways be bad
BUT I FINISHED IT ANYWAY
@fierce tulip Ok, Thanks
@pallid compass I mean they have serious problems but they've been parsing the code to C++ over time. The base is still called shootergame, probably because they like shooters dunno 
Lets be honest the whole game is a fuck nugget
I watched my friend play yesterday
on ps4 pro, 720p tv
guy got like 5-25 fps
Commented stuff was vanishingly rare and variables often had absolutely non-sensical names.
My favorite of them was "Prone Water Food Consumption Multiplier"
What that variable actually did was increase the drain rate of a food variable when the creature was made unconscious
this was my lvl editor pawn
Probably not the best in performance, but the game is fun
oh try and host a listen client or something - you have to stay within a range.
TETHER DISTANCE
That was the bane of my buddy & I's playthroughs
some of it anyways, the save to database was somewhere else
Before I just said screw it, and forked over for a dedicated server
@obsidian nimbus gl merging that
Actually funny fact
why would i wunna merge that π
Guys I have to go my left eye is asking for redemption, good night! xD
I ran the European core for the second largest Mega alpha tribe in ark "Discord"
lol
considering it was done during a gamejam its still kinda organized π
It was me who rants about Ark's mess of a modding kit.
So you suffered it too?
A rant you say
πΏ
Outside of here I've dished it out pretty harshly against ARK
There's some weird stuff like - why is sprinting speed a multiplier of max walk speed? What was it that required them to multiply walk speed, rather than set it to some value?
Shouldnt u do the checks vs ur data base
this stuff im kinda proud of, it handles my array super efficient π
and not the current online data being held?
yea it does
looks cool owninator
only keeps things together that can get asked for together
how so?
it has 0 security checks, every1 can just delete all levels π
lmao
π
it was that or u have to log in the jamgame with facebook/google account
i need to implement security checks for my min max limits on my thrust values in my game or people could set arbitrary values and fly their ships really fast
someone told me about that on here and iu was like ooh yeah good pt
server values
no matter what shit they set there speed too on there client
ok
Server has authority over movement
anyways it was only a few KB of data per user made lvl π
as long as you dont take any user input data when it comes to setting the speed on server, ur good
ROOKIE NUMBERS
U GOTTA GET THEM DOWN
START BIT MASKING
and still i optimized it so not all lvls got requested if some1 opened up the lvl selector
ahh properly nested JSON, i can stare at it all day long π
double data is good as long as u keep together what can get requested together
cuz datastore is cheap, its data requests u wunna minimize to the max
if some1 creates a level and uploads it, it puts the lvl name in the database 3 times
while i could just dump it all in 1 spot to save data space
that creating a level and uploading is a great idea!
i can use that for my game
they create a .uproject or map file and upload?
i am assuming everything is in one folder probably and its zipped or something and sent as a file via some command in BP?
i can probably script in a ui in my game to have people "upload levels" and then in that ui i can make it so they are given instructions on zipping the project and then i can have the code do the rest after they pick file location. i can probably use a HTTP request file upload for this
i just had actor transforms and store em as a float
make an array of floats and upload em to firebase
its was buggy and clunky but it worked like a charm and made in 3 days for a jam π
its still on my Itch π
not many ppl made a lvl tho π
that other game had a few k downloads cuz it got streamed by some ppl
i watched the video on material instances, however if I want to change the opacity of my character during runtime. I already have the condition i am just wondering what nodes do i need?
create dynamic material instance
you need to plug a variable into opacity
@plush yew take a look at super mario maker
i stored my lvls like this, pretty sure mario maker does something similar
object nr, transform and some other properties
mario maker is on a grid tho,
what do you mean a variable into opacity? Are you talking about the constant in the material viewport?
yea, Rclick it, promote to variable
oh ok cool
@plush yew
create dynamic material instance on begin play
did u watch this vid?
What are Dynamic Material Instances in Unreal Engine 4? Source Files: https://github.com/MWadstein/wtf-hdi-files
What's the best way to have replicated movement on a platform
#markedasfixed
hey guys im trying to use the Export Render Target node to export an image to my desktop. The file is being created but it is just black. has anyone here used this node ?
@thorny cipher how do you go about debugging and fixing that replication issue you shoed?
@topaz quest generally need to use the emissive input
changed the tick group
and increased tick amount
some interpolation might also help
not bad tbh for replicated
now lets try with 300 ping
changed it to post physics for the group?
u cant really compensate for 300 ping tbh
yeah
good to test though
150 is still rubberbandy though
its just when i stop
some how, im setting a variable via a UDataAsset, and not touching it right, the value is 600 and this is happening
Explain that one.
Its const as well
so it cant be touched
@fierce tulip hey ya i have it set to emissive. the render target is displaying correctly but the file output is black
ideally what i would like to do is export the result of a material to a texture in engine. Instead of exporting to an external .png file only to then import that file again.
you can rightclick on the render target thing and set it to convert a copy to texture thing.
i know ive had this discussion before, this week even hehe
@fierce tulip oh ya i see that I tried to figure out if there is a way to have a blueprint save the output from multiple materials at one time without success. instead of having to do it manually for each material
there might be, but thats outside my knowledge limits thingies
me also π
@topaz quest I use this to save unlocked weapon skins, as they have multiple materials, I use the array to get them all, maybe you can do something similar
@brave path thanks for the info i will try to figure it out π
np np XD
so far the actual auto export/save texture part is getting me π
one day ill do fancy render target stuff too π
Lol nice...direct import of model into vehicle template results in the model flying around the map with the different pieces all over the place
π
Does this mean I need to fix the collision box?
Like how do you get physx to treat it as one thing
Not rigged properly?
this could be many things i guess
Is there a collab channel
not really besides the regular jobboard.
Can you post there your own message?
#looking-for-talent basically
read the pinned message in that channel.
read the pinned messages like the channel topic says
hehe
@fierce tulip hey do you know how i might control the output of this material. i would like to have an output similar to a heightmap but all im getting is black and white areas there is no grey
Whats the simplest way of playing two animations one after the other? I have crunch asset here and i want him to Idle then punch then back to idle, not as a play just for a fx demostation, whats the easiest way of doing this ?
so whats the fastest way to get your email changed since i get an email everyday that there were failed login attempts for my account? i still didnt got an answer from my support ticket
I haven't gotten an email since I activated 2FA on my account, have you tried that as an easyish fix?
ye i still want to change it just to be double sure..
Gotcha. No way to automatically change it that I can see, probably just have to wait on support.
Guyz I was looking at the term skylight and directional light. What I understand was that directional light gives a sun and the light then what does skylight do?.
I read on net that skylight give the same light to the object whether it is in the area of light or not
is it correct?
Unreal Engine 4 has four light types: Directional, Point, Spot, and Sky. Directional lights are primarily used as your primary outdoor light or any light that needs to appear as if it is casting light from extreme or near infinite distances. Point lights are your classic "light bulb" like light, emitting light in all directions from a single point. Spot lights emit light from a single point, but have their light limited by a set of cones. Sky lights capture the background of your scene and apply it as lighting to your level's meshes.
using the sun as a comparison to the directional light is a good one
skylight is more of a global ambient lighting
so like if you have a desert skybox texture with some orange and reds you will get these colors as a base lighting on the objects that should be hit by the light
Got it. Thanks MathewW
uh.... https://docs.unrealengine.com/en-US/Engine/Rendering/LightingAndShadows/QuickStart , at the bottom are a few links to other pages. Can anyone confirm if they go to weird addresses or is it just my browser?
it looks like it went down
Probably an update then
man how did I find that one page at the exact moment they were screwing with it lol
yeah it's back up for me with invalid addresses and insecure page lol
I blame Mike, he made me go looking for stuffs π
lol π
@grim ore hey just wanted to know your opinion on blueprints vs c++. I have a good start on my game with blueprints, however I am hesitant to continue because a lot of people say that I should convert my blueprints into code(c++). They say that it is more efficient and behind the scenes perhaps the blueprints are executing additional lines of code when that could be avoided if I coded my game in C++.
I've been smashing my head against a wall here trying to make an inventory system, fun
You can spend the entire time with your project refactoring it till it's 100% optimal but if you don't need to do that then you are just wasting time that could be spent on other things. As far as I know every UE4 project would have blueprints to some extent as the engine is just designed around them in general. UMG, Anim Graphs, Cascade, etc.
Some things run slower in blueprints enough to be converted over to C++ if it's an issue. Lots of math is one good example of this. Doing a couple add operations every frame seems a bit overkill tho.
thanks @grim ore
I guess the easiest answer would be make something, see how it performs, and if you think it performs bad run the profiler and see if it's an actual issue.
one last question if I created a material that has an opacity as a parameter, and if a condition is met I want the material to lerp from completely opaque to almost completely transparent. How would i do that
you would set the parameter on the instance of that material
would i use the parent material that has the parameter in it or create an instance of that material and use that
You would have to use an instance as those are what the parameters are exposed in
okay i see
in the later versions of UE4 as long as you are using an instance you are fine, in the older ones you had to actually create a dynamic material instance then set it
im basically trying to make my character transparent when the yaw of the camera is at a specific point
everytime you get the input that changes the yaw you can get the new value then set the parameter on your material to whatever you want based on that.
what is the name of the blueprint node for accessing the parameter
set XXX parameter value
XXX is scalar or bool or vector depending on what the parameter is in your material
there is more than one so you want to make sure you get the one that takes in the material reference for your mesh
O i used a const for opacity, so its a value between 0 & 1
in the material that would be a scalar parameter assuming you turned it into a parameter
yep it says param
here is an example of creating a dynamic material instance from a static mesh component object reference of my character (in this case an enemy AI which is spawned) and setting the parameter for opacity on that material (which is element index 0) to fully opaque - i use another function to fade that param to zero.
those nodes should help
keep in mind that in my case my material has multiple elements, so you have to make sure to check your character material's element index to make sure it's the right one. trial and erroring it should work.
the dynamic material instance will allow you to change the param for opacity over time. you can also use timelines to alter things over time , as opposed to timers if you are trying that.
i used timers for actions (like opacity changing over 1 second, or crossfading things for 3 seconds) for a long time and someone on here told me to use timelines instead, great advice for me.
Anybody know why I suddenly get this error now after updating 4.19
UE4 won't start now, and did earlier today
Do you have DX11 feature level 10?
π
Make sure your GFX drivers are up to date.
I jus updated my card, is Dx11 feature level 10 not installed by default, DX is saying I'm upto date
What card did you get?
Make sure your card is working.
You could be running on integrated graphics
which would cause this issue
I have a 1080 Ti
Open dxdiag in run and check that your not using integrated graphics
Can you open other non 4.19 projects?
My board doesn't have any cards on it
You CPU will have whats called Integrated Graphics.
Meaning you dont need an Dedicated Graphics chip (GFX Card)
Sometimes if you have an GFX Card your PC will still be using the Integrated Graphics from the CPU
No non of the UE4 project will open now, seems windows has tossed a hssy fit
You can check dxdiag to see what graphics has been detected and being used
Do you know how to use and open dxdiag?
yep running it now
really anoying that these compies have spats that get in the users way, I have a sound blaster card The file ctaud2k.sys is not digitally signed, which means that it has not been tested by Microsoft's Windows Hardware Quality Labs (WHQL). You may be able to get a WHQL logo'd driver from the hardware manufacturer.
Not seeing any issues here
Can you see that your 1080ti is being used in the Display tab?
Opps my back, this is my other machine, that said it's a 4Gb 1080 I have sorry bout the mislead
seems it is using intergated graphics, I have no had this issue before
Trying a reboot
@weary basalt thanks for tying to help mate,.. a reboot sorted it so not sure why windoz desided to mess with the settings
If you did an soft install of the drivers without an restart it may have been the problem
Ok there was a %30 installed as I shut down so it could have been windoz update messing me about
At least its fixed now π
Bugged Nvidia drivers. Either go back to the last major version or find the hotfix. Not sure if the hotfix works though, they released it after I rolled back
One of the recent Nvidia drivers was bugged. There was a new version out today I think that should contain the hotfix
Morning guys
I have a question. The marketplace stuff just notified me that some files can't pass the P4. What is P4?
rate my dual contouring algorithm out of ten i did a good job I think
i hope im not making anyone insecure with my mad skillz
I'm trying to do a "press any button" screen before the game starts. Ideally speaking, should it be a different level? If so should it have its own HUD and that HUD call a widget with a "press any button" button that fills the whole screen?
@unreal spoke Yes on the HUD as for it being in a level of its own, usually starting screens are in their own level.
@keen frigate Thanks!
So I am working on an VR project and I have attached an mesh to my motionController but the thing is right now I am not near to my VR handset and I want to test it. Is their anyway to move my pawn via mouse pointer instead of motion controller
You can add some inputs that only work in editor mode for moving your normally motion controlled pawn in the game world
For our VR game in the editor we use the keyboard to control the motion controller's position (Along with the HMD look-at) while the mouse controls its rotation
Morning
it's almost glitch art
Lol
Could make it into a nice game, about trying to close as much error boxes, as you can in a limited time.
Nice Idea xd
XD. Good idea @grave nebula
you are importing Uasset
either open the infiltrator demo and migrate em or copy paste in explorere
#markedasfixed
k
is there a super easy way to move a sequence from one level to another ? Including the animations / Camera's etc.
Hey, anyone knows its possible to play streams in ue, like m3u?
not by default
you'd need to write an implementation, assuming there isn't a plugin out there
Hey, is someone able to assist me with this question? https://answers.unrealengine.com/questions/788539/unreal-no-longer-loads-with-bunch-of-missing-plugi.html
After upgrading to the 4.19.2 hotfix my unreal editor crashes to desktop after a series of missing plugin errors
hello slackers!
I'm experiencing some strange problems with collisions (working on 4.18)
in PIE sometimes some collisions randomly just don't work
I see the actor, I can draw the collision, it is set up properly, but overlap just fails
then stop and play again and it works fine
has anyone experienced similar problems?
@hazy lynx Nope, but it seems to me that there might be something going on with your blueprints.
What exactly is the action that is happening when you check for collision?
I'm confused. Isn't the actor overlapping with something else? If yes, what does this overlap trigger?
That's why I'm asking what it's supposed to do when overlapping. It would also help if you told us which actor is trying to overlap with which actor.
How to get projection of one vector to another?
@hazy lynx Ok, how do you check what is hit by the trace? To you check interface, tag, collision groups? Maybe your hit resolution is missing something or doing something only once? When the game starts.
@plush yew there is actually a node called Project Vector on to Vector that does just that.
well, for some objects, I walk into them
@keen frigate thnx
for others, I do a breakpoint and look at the trace results
It happens randomly, it isn't that it happens only the first time or every time after first
From the sound of it the hit resolution of your trace does not have proper info to decide if it should collide or go through. That's why I'm asking how you handle your hit resolution and what you are trying to achieve.
Are you trying to see if your actor is inside a specific area? Is this an interaction blueprint? What exactly do you want the trace to do once it collides. There lies the problem. Unless you destroy/disable your collision during gameplay for some reason.
hi, on console we notice an issue with input speed when going NE SE SW NW versus N E S W - the input speed seems to be lower when moving diagonally than when moving straight - is there anything that might be causing this?
but the issue doesn't exist on PC using a gamepad
@sturdy star You could try assigning a set velocity to NE SE SW NW instead of adding N+E to get NE etc. You could set the diagonal velocity based on the axis multiplied by the movement speed or some other way to set the desired diagonal velocity.
or you could clamp the diagonal movement to match the N E S W speed...
@keen frigate what do you mean exactly by hit resolution?
It's not just one thing. For example, sometimes weapon's LineTrace function will not hit the monsters although they are preperly aimed (debug lines go straight through the collision shape). Sometimes a blocking hit with an object is not detected and character walks through it
Break Hit Result
Every trace when it hits you must tell it what it should do, if that isn't set up properly it will not behave as expected.
could you post a screenshot of your blueprint of what happens after a hit is detected? Also are you using a line trace by channel or for objects
?
@everyone makes you an account know a crypto currencies without you investing, you receive money every week but it's not much money clicked on the link https://www.mannabase.com/?ref=b80347d1a2
if it's free and abundant, it has no value
if that wasnt the case, why aren't we using leaves as money?
I have a Widget with an invisible text that I want to make visible after 3 seconds. I've put a delay in the widget Preconstruct, but nothing happens.... Ideas? I double check that the text has the highest Z order
@unreal spoke i did the following and it appears after 3 seconds
Notice that the text starts off as visible
Set sky intensity to 1, then fix your textures. The ground and bushes are wildly the wrong values.
is there no dedicated newbie channel?
Nope
k
what would a newbie channel even do for you?
just ask w/e question you need in the respective channel
Suggest starter tutorials, help with question that normally get you yelled at for being stupid in here
you can do that in any channel
yeah but no one likes getting yelled at when starting out
My experience is that people only get yelled at when they don't listen to advice like "Follow this tutorial first"
because most newbies will ask how to do specific things that are beyond wher they are at in ability
and they need to understand some core stuff before what they are trying to do can be addressed
Uh just to clear up, removed the post to avoid any other confrontation is all. Been doing different roles for 10 years now so quite happy to be told I'm a newbie and I am, lighting is entirely new to me so no offense taken :). But regardless thanks to a really friendly guy on here directly messaging me and giving me some great advice on starting from scratch instead of trying to figure out the lighting the designers have been using for blocking out I'm already making headway again (y)
@celest hill Do you want to share your results?
Sure can do when I'm happy with some stuff π
@celest hill there are some really good Udemy courses
that frequently go on sale
one has an Archviz demo that goes over a lot of lighting concepts and how to setup a scene with some nice looking lighting
Anyone had this issue where like
you can't select certain foliage?
Its just unselectable
Seems like the foliage was on a separate level
long time no see @rocky portal
Hey guys! I made a door with anims, it works perfectly on the server side on closing or opening, but when I try to do the same on the client side , it wont update the server, so the server side doesnt see at all the request from the client. Any ideas?
@wicked kettle RPC to the server, then run the door opening code there
@keen frigate Thank you!
?

sorry for the spam today π Is there a way to import a video and trigger it to play ingame ? Our sequences are fucked so we only have the rendered videos left and we need them to make a few cutscenes
@cinder iron
no ?
@cinder iron you too...been away from unreal doing other things hehe. Trying to work on something new I've never messed with before
@cinder iron this dude is saying not having dubstep music on my main menu is a bug
lmfao
u gotta admit thats pretty hilarious
I personally would never play a game that doesn't have dubstep on the main menu
I would, I don't know what that guy was saying
that's funny
idk probably a kid @plush yew just ignore it
I thought it was funny
yeah it was
Better give the kids what they want 
anyways all of that should have go to lounge lol
How to import a regular jpg/png image as a cubemap in UE4? I already created a png of (320x6) x 320 and it's not detected as cubemap
Any advice on how to add additional collistions for a character? I have a dinosaurs and he's long)
Or a dog, and animal.. Does not really matter..
Is it a sin to mention the fact that I just found out you dont have to pay to sell a unity game
I'm annoyed now
UE4 is better, but I can't make money from my game unless I use Unity
@craggy birch 5% is not that big.. It's pretty small compare to how many you can get with good game..
there is no entry fee
and if ur solo u allready makin some decent $$ b4 u need to pay
I wouldn't really discuss it tbh. Have fun over at Unity
If the cons and pros isn't obvious as is
Β―_(γ)_/Β―
What about collisions, guys? I can't make horizontal characters using Character class?
Do I have to write my own Movement Component?
found pretty hard to use character for non humanoid characters
then i used floating pawn as the movement component and enabled physics for gravity/collision
not sure its a good idea if youre doing MP tho
Yeah, looks like I have to use Pawn for the game anyway(
@craggy birch Pretty sure that you have to buy a license for each seat if you make a certain amount of revenue
you also might have to buy a license for every unity addon for every seat
Unity isn't cheap when you want certain functionality and there are more upfront costs than Unreal
Im trying to Export UE4 Manequin Skeleton, but It doesnt work, cant click on "Export Selected"
any help?
I need this on FBX to start working on the rig of my last character
Export the one with the pink line.
how?
By not doing that. Right click on it and it's one of the options.
That's not what I said.
Right click. On the skeletal mesh. And it's one of the options.
If I right click and select Export, it only alow me to export on this
CanΒ΄t select fbx format
ty
I have a "SkeletalMesh" tank in an FBX and I want to import it in chunks
ie the Hull, Turret, Gun separate
the Hull needs its own rig
so really the Hull is the only "SkeletalMesh" atm
I don't even need a turret right now bc I'm just trying to get it to move
How do I do this?
I`m in the same painfull work
If they are already seperate in the original FBX then just don't combine them when you import them in. If they are all one mesh then your gonna need to change that in your DCC program.
Does anyone knows which stream he refers to https://youtu.be/4gBAOB7b5Mg?t=3521 ? I've tried looking for lsystems but wasn't able find anything
Announce Post: https://forums.unrealengine.com/showthread.php?96257 To ring in the new year, Ryan Brucks came on the stream to explore more of the art of Par...
@craggy birch Chances are you will will never finish your game so it's a bit silly worrying about Epics meagre 5% royalty. It's the 30% steam takes that should scare you
I know this crap is covered by NDA but does anyone know if steams cut is negotiable based on sales or drops down over time based on sales
Just pray a competitor arises and makes the cuts they take competitive
There is already a few out there, just not popular enough to be competitive atm, such as Origin/Uplay/GOG/WindowStore (examples)
@worldly axle you know its NDA, and still ask? Send a mail to vavle :)
you can use itch to sell stuff thats a nice1, discord could make a competitor, perhaps epic now so many ppl got an account to play fortnite π
considering you also get zero visibility on steam its not that great of a storefront for indies anyways
ur game has to be super good or super crap to get noticed no matter where u put it π
any medium looking zombie shooter gets trown on a pile with similar games and another gets piled ontop of urs every hour π
i'm using itch.io anyway
i aint paying to put it on steam
also i got a really good game so far
I never even heard of that site @craggy birch
Gl with sales
Why not just stick it on everything
for as much exposure as possible
Can anyone tell me how to fix a fbx with overlapping UVs in blender? When I build Lighting is says 64% overlapping.
there should be a lot of tutorials on it
yea was there first
it's not too hard, you just got to open the uv sheet and move them around to fill as much space as possible without overlapping
and leaving some padding space
so no bleeding
appreciate it
evening all
I don't understand why it's so hard to make an algorithm to do that for you
I am ill, but still working on my game
i'm probably doing something dumb but I'm trying out world composition and my tiles seem to always be invisible
I checked their z height and they should be the same as the persistent start area, and they're loaded in
Can't seem to find anything on google
how can I get rid of that annoying "Starting Visual Studio" notification
Stays there even after VS is launched
Why does UE4 not detect my Skeleton/Rig when importing the FBX?
I exported from Maya with FBX 2016
Hey, so Iβm making a iOS game and I was wondering if anyone knew how to use tilt controls.
Like you tilt the phone one way and it interacts with the game
okay i am confused I have this switching to a new material and setting the parameters on the materials but the opacity only changes on the first element of my mesh (0th element), the first element switches to a new material but the parameter for that element never changes???
so the parameter on the (0 element changes opacity), but the parameter on the (1 element) does not change opacity? Anyone have a clue
Evening everyone π
@livid walrus If you're doing it with C++ you can bind motion input to a function like so PlayerInputComponent->BindVectorAxis("Tilt", this, &ATiltCameraControlCharacter::TiltCamera);
In Blueprint you can use the node GetMotionState which returns all of them
By all of them I mean tilt, gravity, rotation rate, something else π€
Hey Bois I'm tryna sell this buggy IK Footstep Placement System, And i need suggestions for how much you'd pay me for this System, Any suggestions will work guys.: https://www.youtube.com/watch?v=5bsrsfgYibs
Dead honest, I Don't see any usage for that. I see no IK, just a character with the feet locked in the same spots. Hard Feedback
Edit: Do you have any example of it used? Like on a hill, blending in & out of that motion etc
@round bloom I would debug it first I don't think it will sell well like that.
@round bloom The video editing really sells it
@frosty bloom Do you know what Ik Is?
Sure do, I'm a happy owner of IKinema, have it setup for quite a lot of things.
I also created an IK system right before getting that.
Bro I saw IKinema
Its alright ,
But its not as entertaining as watching this guy dance around baud π
I was merely giving feedback, as a game developer I wouldn't want someone to hold back if I asked for feedback, it's what pushes us to do better.
Do you have an example usage of your product? Or is it merely something you mashed up by accident and found amusing?
Hold up
The WHole thing Is A Joke, Cause It was Entertaining, But I have improved the ik system dramatically since the video he no longer walks around like a drunk man.
either way, I'm not giving up till i perfect it.
Then I apologize if I came of as rude, I missed the joke πͺ
Its chill erik.
u should totally keep the drunk as an option
Agreed.
Legitimately you could sell a broken IK and physics driven animation set on marketplace and probably do alright with people who want to make meme games like Totally Accurate Battle Simulator
whats the shakey cam about?
u should use seq and a crane
put some super high production value in there π
the music and lighting is nice
Bro I did it for the memes
tbh it reminded me of the thriller music video
i know my memes yo π
F*ck man i msged Eric Hasshoof, and this guy wont even respond now, Damn Scrub.
whose that?
just saying a crane and a grand finale would make it a lot more awwsome
the rest is good π
dont use external recording software when u got top notch stuff in UE itself π
damn your right.
On facial blendshapes whats the target size of the fbx you guys would look for. currently mines pushing almost 1gb to get full facial movement, but the fbx is only 1.2mb
for the character/textures
offc im right, i know my UE4 memes π
Just read your message @round bloom , what's your question?
ahh, how many poly?
12k
damn looks good for 12k
normal maps ftw
1.2 gig blendshapes made me thing 5 mil π
nah
it has phonemes for 3 languages
but i can do animations just not great
thats where the 1.2gb comes from
im doin the unreal gamejam atm
because when you can render in realtime, I see no reason to dub voices I'd figure it would be better to re render the scene with the facial expressions and movements for the language being used.
fyi, never attempt to do phonemes on a character for chinese. you'll never be able to finish.
@slender monolith , No one does that per language, you'd be there forever, waste of time.
I did for english spanish and french tho!
I tried chinese for two weeks and got 1/100th of a % finished and gave up.
π¦
Lol not even animes, would redo there Phonemes, just redub it and call it a day bro.
Anime is much harder to redo than 3d rendered in realtime tho.
says the guy who got 1/100 %.
thats japanese, not chinese.
